Upper limb muscle activation during sports video gaming of persons with spinal cord injury

被引:9
|
作者
Jaramillo, Jeffrey P. [1 ]
Johanson, M. Elise [1 ]
Kiratli, B. Jenny [1 ]
机构
[1] VA Palo Alto Hlth Care Syst, Spinal Cord Injury & Disorders Ctr, Palo Alto, CA USA
来源
JOURNAL OF SPINAL CORD MEDICINE | 2019年 / 42卷 / 01期
关键词
Paraplegia; Tetraplegia; Video games; EMG; Upper limb; Exercise; MOVEMENT THERAPY; UPPER EXTREMITY; ENERGY-EXPENDITURE; WII FIT; REHABILITATION; FEASIBILITY; INDIVIDUALS; POSTSTROKE; GAMES;
D O I
10.1080/10790268.2018.1452391
中图分类号
R74 [神经病学与精神病学];
学科分类号
摘要
ObjectiveVideo gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program. Participants: Fourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia). Design: We measured upper limb muscle activation with surface electromyography (EMG) during Wii Sports video game play. Muscle activation was recorded from the playing arm during 4 selected games and normalized to a maximum voluntary contraction (MVC). Outcome measures: Heart rate and upper limb motion were recorded simultaneously with EMG. Wilcoxon signed rank tests were used to analyze differences in muscle activation between participants with paraplegia versus tetraplegia and compare gaming with traditional arm exercises with light weights. A Friedman 2-way analysis of variance identified key muscle groups active during game play. Results: Overall muscle activation across the games was not different between those with paraplegia and tetraplegia. Heart rate during video game play for tennis and boxing were on average 10 to 20 beats/minute above resting heart rate. The magnitude of EMG was relatively greater for traditional arm exercises with light weights compared with game play. Conclusion: The selected Wii games were able to elicit upper extremity muscle activation and elevated heart rates for individuals with SCI that may be used to target therapeutic outcomes.
引用
收藏
页码:77 / 85
页数:9
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